Cycles/Eevee: add Emission and Alpha inputs to Principled BSDF

This makes it easier to set up materials with emission and transparency.
Importers/exporters and add-ons are recommended to now use these rather than
creating separate transparent BSDF and emission nodes.
This commit is contained in:
Brecht Van Lommel 2019-05-12 14:39:30 +02:00
parent 21854575a4
commit 8f71a84496
6 changed files with 128 additions and 9 deletions

View File

@ -127,6 +127,12 @@ ShaderOutput *ShaderNode::output(ustring name)
return NULL;
}
void ShaderNode::remove_input(ShaderInput *input)
{
assert(input->link == NULL);
inputs.erase(remove(inputs.begin(), inputs.end(), input), inputs.end());
}
void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
foreach (ShaderInput *input, inputs) {
@ -297,6 +303,28 @@ void ShaderGraph::disconnect(ShaderInput *to)
from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
}
void ShaderGraph::relink(ShaderInput *from, ShaderInput *to)
{
ShaderOutput *out = from->link;
if (out) {
disconnect(from);
connect(out, to);
}
to->parent->copy_value(to->socket_type, *(from->parent), from->socket_type);
}
void ShaderGraph::relink(ShaderOutput *from, ShaderOutput *to)
{
/* Copy because disconnect modifies this list. */
vector<ShaderInput *> outputs = from->links;
foreach (ShaderInput *sock, outputs) {
disconnect(sock);
if (to)
connect(to, sock);
}
}
void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to)
{
simplified = false;
@ -320,6 +348,7 @@ void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to)
void ShaderGraph::simplify(Scene *scene)
{
if (!simplified) {
expand();
default_inputs(scene->shader_manager->use_osl());
clean(scene);
refine_bump_nodes();
@ -780,6 +809,14 @@ void ShaderGraph::clean(Scene *scene)
nodes = newnodes;
}
void ShaderGraph::expand()
{
/* Call expand on all nodes, to generate additional nodes. */
foreach (ShaderNode *node, nodes) {
node->expand(this);
}
}
void ShaderGraph::default_inputs(bool do_osl)
{
/* nodes can specify default texture coordinates, for now we give

View File

@ -147,6 +147,7 @@ class ShaderNode : public Node {
virtual ~ShaderNode();
void create_inputs_outputs(const NodeType *type);
void remove_input(ShaderInput *input);
ShaderInput *input(const char *name);
ShaderOutput *output(const char *name);
@ -158,6 +159,11 @@ class ShaderNode : public Node {
virtual void compile(SVMCompiler &compiler) = 0;
virtual void compile(OSLCompiler &compiler) = 0;
/* Expand node into additional nodes. */
virtual void expand(ShaderGraph * /* graph */)
{
}
/* ** Node optimization ** */
/* Check whether the node can be replaced with single constant. */
virtual void constant_fold(const ConstantFolder & /*folder*/)
@ -322,6 +328,8 @@ class ShaderGraph {
void connect(ShaderOutput *from, ShaderInput *to);
void disconnect(ShaderOutput *from);
void disconnect(ShaderInput *to);
void relink(ShaderInput *from, ShaderInput *to);
void relink(ShaderOutput *from, ShaderOutput *to);
void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to);
void remove_proxy_nodes();
@ -346,6 +354,7 @@ class ShaderGraph {
void break_cycles(ShaderNode *node, vector<bool> &visited, vector<bool> &on_stack);
void bump_from_displacement(bool use_object_space);
void refine_bump_nodes();
void expand();
void default_inputs(bool do_osl);
void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume);

View File

@ -2427,6 +2427,8 @@ NODE_DEFINE(PrincipledBsdfNode)
SOCKET_IN_FLOAT(transmission, "Transmission", 0.0f);
SOCKET_IN_FLOAT(transmission_roughness, "Transmission Roughness", 0.0f);
SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f);
SOCKET_IN_COLOR(emission, "Emission", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_IN_FLOAT(alpha, "Alpha", 1.0f);
SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
SOCKET_IN_NORMAL(clearcoat_normal,
"Clearcoat Normal",
@ -2447,6 +2449,48 @@ PrincipledBsdfNode::PrincipledBsdfNode() : BsdfBaseNode(node_type)
distribution_orig = NBUILTIN_CLOSURES;
}
void PrincipledBsdfNode::expand(ShaderGraph *graph)
{
ShaderOutput *principled_out = output("BSDF");
ShaderInput *emission_in = input("Emission");
if (emission_in->link || emission != make_float3(0.0f, 0.0f, 0.0f)) {
/* Create add closure and emission. */
AddClosureNode *add = new AddClosureNode();
EmissionNode *emission_node = new EmissionNode();
ShaderOutput *new_out = add->output("Closure");
graph->add(add);
graph->add(emission_node);
emission_node->strength = 1.0f;
graph->relink(emission_in, emission_node->input("Color"));
graph->relink(principled_out, new_out);
graph->connect(emission_node->output("Emission"), add->input("Closure1"));
graph->connect(principled_out, add->input("Closure2"));
principled_out = new_out;
}
ShaderInput *alpha_in = input("Alpha");
if (alpha_in->link || alpha != 1.0f) {
/* Create mix and transparent BSDF for alpha transparency. */
MixClosureNode *mix = new MixClosureNode();
TransparentBsdfNode *transparent = new TransparentBsdfNode();
graph->add(mix);
graph->add(transparent);
graph->relink(alpha_in, mix->input("Fac"));
graph->relink(principled_out, mix->output("Closure"));
graph->connect(transparent->output("BSDF"), mix->input("Closure1"));
graph->connect(principled_out, mix->input("Closure2"));
}
remove_input(emission_in);
remove_input(alpha_in);
}
bool PrincipledBsdfNode::has_surface_bssrdf()
{
ShaderInput *subsurface_in = input("Subsurface");
@ -2627,7 +2671,7 @@ NODE_DEFINE(TransparentBsdfNode)
{
NodeType *type = NodeType::add("transparent_bsdf", create, NodeType::SHADER);
SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f));
SOCKET_IN_COLOR(color, "Color", make_float3(1.0f, 1.0f, 1.0f));
SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL);
SOCKET_OUT_CLOSURE(BSDF, "BSDF");

View File

@ -487,6 +487,7 @@ class PrincipledBsdfNode : public BsdfBaseNode {
public:
SHADER_NODE_CLASS(PrincipledBsdfNode)
void expand(ShaderGraph *graph);
bool has_surface_bssrdf();
bool has_bssrdf_bump();
void compile(SVMCompiler &compiler,
@ -515,6 +516,8 @@ class PrincipledBsdfNode : public BsdfBaseNode {
float surface_mix_weight;
ClosureType distribution, distribution_orig;
ClosureType subsurface_method;
float3 emission;
float alpha;
bool has_integrator_dependency();
void attributes(Shader *shader, AttributeRequestSet *attributes);

View File

@ -1242,6 +1242,8 @@ void node_bsdf_principled(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
vec4 emission,
float alpha,
vec3 N,
vec3 CN,
vec3 T,
@ -1321,6 +1323,8 @@ void node_bsdf_principled(vec4 base_color,
# endif
result.sss_data.rgb *= (1.0 - transmission);
# endif
result.radiance += emission.rgb;
result.opacity = alpha;
}
void node_bsdf_principled_dielectric(vec4 base_color,
@ -1340,6 +1344,8 @@ void node_bsdf_principled_dielectric(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
vec4 emission,
float alpha,
vec3 N,
vec3 CN,
vec3 T,
@ -1369,6 +1375,8 @@ void node_bsdf_principled_dielectric(vec4 base_color,
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
result.radiance += emission.rgb;
result.opacity = alpha;
}
void node_bsdf_principled_metallic(vec4 base_color,
@ -1388,6 +1396,8 @@ void node_bsdf_principled_metallic(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
vec4 emission,
float alpha,
vec3 N,
vec3 CN,
vec3 T,
@ -1408,6 +1418,8 @@ void node_bsdf_principled_metallic(vec4 base_color,
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
result.radiance += emission.rgb;
result.opacity = alpha;
}
void node_bsdf_principled_clearcoat(vec4 base_color,
@ -1427,6 +1439,8 @@ void node_bsdf_principled_clearcoat(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
vec4 emission,
float alpha,
vec3 N,
vec3 CN,
vec3 T,
@ -1456,6 +1470,8 @@ void node_bsdf_principled_clearcoat(vec4 base_color,
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
result.radiance += emission.rgb;
result.opacity = alpha;
}
void node_bsdf_principled_subsurface(vec4 base_color,
@ -1475,6 +1491,8 @@ void node_bsdf_principled_subsurface(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
vec4 emission,
float alpha,
vec3 N,
vec3 CN,
vec3 T,
@ -1529,6 +1547,8 @@ void node_bsdf_principled_subsurface(vec4 base_color,
result.radiance += (out_diff + out_trans) * mixed_ss_base_color;
# endif
result.radiance += out_diff * out_sheen;
result.radiance += emission.rgb;
result.opacity = alpha;
}
void node_bsdf_principled_glass(vec4 base_color,
@ -1548,6 +1568,8 @@ void node_bsdf_principled_glass(vec4 base_color,
float ior,
float transmission,
float transmission_roughness,
vec4 emission,
float alpha,
vec3 N,
vec3 CN,
vec3 T,
@ -1582,6 +1604,8 @@ void node_bsdf_principled_glass(vec4 base_color,
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
result.radiance += emission.rgb;
result.opacity = alpha;
}
void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)

View File

@ -39,6 +39,8 @@ static bNodeSocketTemplate sh_node_bsdf_principled_in[] = {
{SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{SOCK_FLOAT, 1, N_("Transmission"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_FLOAT, 1, N_("Transmission Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_RGBA, 1, N_("Emission"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{SOCK_FLOAT, 1, N_("Alpha"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_VECTOR,
1,
N_("Normal"),
@ -99,25 +101,25 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat,
GPUNodeLink *sss_scale;
/* Normals */
if (!in[17].link) {
GPU_link(mat, "world_normals_get", &in[17].link);
if (!in[19].link) {
GPU_link(mat, "world_normals_get", &in[19].link);
}
/* Clearcoat Normals */
if (!in[18].link) {
GPU_link(mat, "world_normals_get", &in[18].link);
if (!in[20].link) {
GPU_link(mat, "world_normals_get", &in[20].link);
}
/* Tangents */
if (!in[19].link) {
if (!in[21].link) {
GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
GPU_link(mat, "tangent_orco_z", orco, &in[19].link);
GPU_link(mat, "tangent_orco_z", orco, &in[21].link);
GPU_link(mat,
"node_tangent",
GPU_builtin(GPU_WORLD_NORMAL),
in[19].link,
in[21].link,
GPU_builtin(GPU_OBJECT_MATRIX),
&in[19].link);
&in[21].link);
}
/* SSS Profile */